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2018/01/05 03:56:14
Subject: Astra Militarum Rough Riders - táctics and best role
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Sword-Bearing Inquisitorial Crusader
TX, US
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I’ve been fielding Tallarn and have had great success with the Ambush stratagem and outflanking.
I’ve also been using Rough Riders as an added unit to outflank my opponents and wanted to see how others use them, how many is the optimal number, weapons choices, and best targets.
At base 5 models per squad (with the option of 5 more Riders) 8 points per and 2 wounds per model I think they have some value, especially as they can outflank on the turn you decide and avoid any alpha strikes. Their 10” movement is also nice for getting to an objective or charging where they’re needed, otherwise their standard Guard stats are unimpressive.
Their standard weapon is the hunting lance. At 2 points this gives a nice little bump to offensive capability (+2S, -2AP and D3 wounds on the charge), but with their paltry 1A don’t count on it to do more than take out one or two MEQs on the charge. They also have the option of exchanging their hunting lances with up to two weapons from the Special Weapons list.
I tend to take my squads without upgrades and use them as threats to slow-moving 2+ wound models, as well as to get on whatever flank I need them to be (to grab an objective, to protect my Ambush Force, etc). I have also used them with cheap plasma to good effect (net cost of 5 points for the gun) but remember they do not benefit from Orders as they are not Infantry, so don’t shoot overcharged unless you’re willing to lose the model.
For base 50 points I think they are a value play depending on what other units are in your force and how they mesh with your playing style. They can last a bit longer than equally costed Scions and still show up most anywhere on the edge of the board.
What are your thoughts on Rough Riders, are they an effective part of your Force, I’d like to hear others’ experiences.
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2018/01/05 08:40:02
Subject: Astra Militarum Rough Riders - táctics and best role
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Pyromaniac Hellhound Pilot
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I use 3 min sized squads with two plasma guns to fill out a brigade. They're nice little units to tie stuff up and bring a little more plasma fire. I only tend to charge them in to get on objectives or take out REALLY weak units. I've found expecting them to do any real work in CC is asking for trouble
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Fully Painted Armies: 2200pts Orks 1000pts Space Marines 1200pts Tau 2500pts Blood Angels 3500pts Imperial Guard/Renegades and 1700pts Daemons 450pts Imperial Knights |
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2018/01/05 10:40:00
Subject: Astra Militarum Rough Riders - táctics and best role
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Longtime Dakkanaut
Glasgow
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DoomMouse wrote:I use 3 min sized squads with two plasma guns to fill out a brigade. They're nice little units to tie stuff up and bring a little more plasma fire. I only tend to charge them in to get on objectives or take out REALLY weak units. I've found expecting them to do any real work in CC is asking for trouble
Im going for the same loadout but as a catachan player. By giving the dagger relic to a platoon commander and having him deepstrike straken alongside the +1A is really helpfull to them.
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2018/01/05 12:53:54
Subject: Astra Militarum Rough Riders - táctics and best role
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Sadistic Inquisitorial Excruciator
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U02dah4 wrote: DoomMouse wrote:I use 3 min sized squads with two plasma guns to fill out a brigade. They're nice little units to tie stuff up and bring a little more plasma fire. I only tend to charge them in to get on objectives or take out REALLY weak units. I've found expecting them to do any real work in CC is asking for trouble
Im going for the same loadout but as a catachan player. By giving the dagger relic to a platoon commander and having him deepstrike straken alongside the +1A is really helpfull to them.
#
That's really clever. Good catch.
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Disclaimer - I am a Games Workshop Shareholder. |
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2018/01/05 15:51:06
Subject: Astra Militarum Rough Riders - táctics and best role
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Pyromaniac Hellhound Pilot
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That is cool, but I can't help thinking you'd just be better off with more rough riders for the same points. straken won't usually be able to buff all of them, as I find around half of them tend to be shot down on arrival...
Rough riders can't take advantage of any regimental traits besides cadian either, as that's the only one that doesn't specify 'infantry' or 'vehicle'
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Fully Painted Armies: 2200pts Orks 1000pts Space Marines 1200pts Tau 2500pts Blood Angels 3500pts Imperial Guard/Renegades and 1700pts Daemons 450pts Imperial Knights |
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2018/01/05 17:42:47
Subject: Astra Militarum Rough Riders - táctics and best role
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Sword-Bearing Inquisitorial Crusader
TX, US
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Very situational, but when I’ve equipped my Rough Riders with plasma guns I’ve brought them in within 6” of my Warlord with “Old Grudges” trait. It’s given them rerolls to wound against whatever unit I’ve chosen.
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